THE FOUNTAIN OF YOUTH - PART 2
Levels by Feder
Walkthrough by Phil Lambeth
Level 1: TOWN OF PORT ROYAL
NOTE: According to the readme, this level is virtually identical to the demo released back in October of 2023. The builder has provided a savegame for those who have already played the demo and don't wish to replay it.
After the opening flyby through a quaint seaside village, begin in a fountain square and head NW through the alley to a closed gate near the distillery. Shoot the small crates next to the street lamp for shotgun ammo and the SHOTGUN, return to the fountain square and face S while standing against the fountain. Push the carved ram figure to lower a block to your left and drop down through the revealed floor hole.
Hop down into an underground cavern and walk carefully toward the N tunnel. Take a running jump over a spike pit and turn around. Hop down SE for flares, hop back out and refrain from shooting the crate near the N grate lest you release a horde of rats. The other crate near the W wall is safe to shoot and contains grenades. Take a running jump and grab S over the spike pit, pull up and run forward to find a floor hole. Hop down and follow the short passage, pull out to trigger a sword ball, wait for the blades to spring out and crawl underneath them.
Continue to a dead end and pull the SW chain to open a trap door. Climb the rope ladder to a village square with a parked quad bike that's yours for the taking. But first, hop up onto the NW crate, pull up into the window alcove, reverse roll and take a running jump to grab the swingpole. Swing around and jump off onto a balcony. Open the NE door, go down the hallway and note the open NE window. There's nothing more to do here now, so return to the balcony, face S between the W wall and the table, get up close to the table and back flip over the railing to land on the sloped roof. Slide and grab, shimmy right around the corner and pull up onto a flat spot for shotgun ammo.
Hop up S into the open window, search the cabinet in the hallway for crossbow arrows and get back into the window opening. Turn around, hop back onto the sloped roof, slide and grab and shimmy left a long distance to the far corner. Pull up and take a rolling back flip to grab a balcony in the adjacent building. Pull up, run to the far end and take a running jump W onto the next balcony. Open the N door, go inside and loop around right to find the UZIS in the window. Search the other window for uzi ammo and go downstairs.
Search the SW cabinet for the DISTILLERY KEY, the SE window for a small medipack and open the S doors for a short cut back to the fountain square. Loop around left to the adjacent N square, hop onto the SW crate and mount the rope facing W. Climb up past the roof line, press the up arrow and jump keys and Lara will jump forward onto some crates stacked against the corner in the room below. Use the Distillery Key in the W alcove to open the door and step inside. Walk toward the wine caskets in the distance and a sword-wielding assassin will charge at you from around the corner.
Go where he came from for a large medipack, then return and go partway up the NW stairs to trigger a couple of runaway barrels. Reverse roll and run away from their path, wait for them to stop rolling and go back up to the next floor. Loop around right and shoot the crate in the far corner for uzi ammo. The upper level has nothing of interest for now, so open the E door and go downstairs to another wine cellar. Engage the assassin attacking from your left and shoot the small chest perched at the corner of the nearby ledge for the LASER SIGHT. Go where the assassin came from and loop around right at the closed doors past the large casket to find the CROSSBOW in a dark nook.
Combine the crossbow and laser sight, go back around to the NE ramp and look up to see a lock. Stand to one side away from the E wall and shoot the lock to spring open a trap door and release a barrel that would roll down and crush you if you were standing in its path. The barrel smashes the gate blocking the SE opening, but before going there run up the ramp and pull up W into a crawl space. Crawl forward and around to your right for SECRET #1 and the GRENADE GUN. Return, flip out onto the ramp and go through the SE opening into a passage.
Follow around to another blocked SE opening and save your game for the trap gauntlet ahead. Slide down two slopes and without stopping run or sprint over the breaktiles (don't try to jump) and past two sword balls that drop down from the ceiling. If you're fast enough you can get safely through before the sword blades are activated. Continue W up the stairs into a fenced enclosure, hop down into the floor hole and open the doors leading to an area that resembles the deck of a derelict vessel. Shoot the assassin off to your left and open the NE doors to encounter a second assassin inside the next room.
Take a TORCH from the pile on the floor, exit this room and run off the deck onto the ground below. You'll be chased by swarming rats, so quickly run up the N hill, hop onto the NW crate and turn to hop up SE onto a ledge where you'll be safe. Light the torch while you're there, drop it and jump over with grab onto the S rafter. Shoot the grain bags for shotgun ammo, retrieve your torch and hop back down. Run past the rats (which may be gone by now) into the W opening, light the two wall sconces to open the door between them and enter a storage room. Drop the torch, back flip onto the ramp and jump off to grab a crack. Shimmy right around corners and pull up onto a balcony.
Vault up into the window, shoot the assassin waiting in the next room and activate the S jump switch to open a ceiling trap door elsewhere. Return to the balcony, drop down to the storage room, exit E and find the rope ladder near the SE corner. Climb up to the deck and work your way around to the SW corner. Open the doors there, enter the next room and search the cabinet on your left for a small medipack. Shoot the small NW crate and pull into the crawl space for shotgun ammo. The opened trap door is just to its right, against the N wall, so pull up W and hop forward into a passage. Follow around to an opening and take a running jump N to grab a ledge across the room.
You hear the sound of snapping spikes as you pull up, so go around the corner and time a run past the two spike tiles. Pull up into a still higher passage and come to a slope around the next corner. Slide a bit, jump to grab the rope and climb up past the ceiling hole. Jump off into the upper room, open the S door and step into a tavern guarded by two assassins. Find shotgun ammo next to the SE barrels, step past the SW window onto a balcony for flares and uzi ammo, exit the tavern E and come to a small storage room. Pull the chain to open the gates you saw at the beginning of the level next to the distillery.
Return to the tavern, exit NE and go S down the stairs to the wine cellar. Go around to the E opening, hop SE onto the crates in the corner and jump NW to grab the wooden ledge. Pull up and take a running jump E onto the sloped roof. Slide down to the village square and return S to the fountain square. Loop around right to find the opened NW gates and go on through to find yourself in an outdoor area with paths leading to your right and left. Go to your left (S) and circle the village counterclockwise until you pass under an arch and Lara looks at a closed gate to her left.
Shoot the SW crate on the ledge and pick up the CROWBAR. Go along the ledge and hop past the SE opening to find a crowbar switch that raises a scaffold in the NW corner of the square. Go there, climb onto the scaffold and hop forward onto the ledge. Take a running jump E to grab a crack in the wall, shimmy right around three corners and pull up into a window alcove. Reverse roll, jump up to grab the vines and monkey swing S toward the jump switch you see in the far wall. Release to activate it and the E gates that Lara was looking at will open.
Go on through to the square with the parked quad bike you saw much earlier, and now it's time to take a ride. Mount the quad bike and drive out W. Turn right at the raised scaffold and then turn left into the outdoor area encircling the village. For a secret, dismount just past the street lamp and enter the village E past the opened gates. Run through the fountain square and loop around left to the N square. Use the rope to climb up and jump W over the roof. Go through the W opening into the wine cellar, up the NW stairs to the third level that proved fruitless earlier.
Open the crowbar panel in the middle of the E wall for SECRET #2 and enter the next room to trigger a sword ball. Take the small medipack from the plinth on the left and hop back quickly before the blade trap can be sprung. Reverse roll onto the other plinth to activate the blade trap there, then step forward and take the shotgun ammo. Crawl under the sword ball to find poison arrows on a third plinth. Leave the same way you came, return to the quad bike but for the final secret do not mount it. Walk N as far as you can, stand jump onto the top of the slope and hop down left onto a small moss-covered triangular ledge.
Safety drop to the ledge below and enter the W alcove for SECRET #3 and grenades. Pull back up to the triangular ledge, jump S to grab the slope and pull up to slide down the other side. Run forward, mount the quad bike and back it up past the street lamp to give yourself plenty of running room. Drive N with speed so you'll clear the slope and land safely on the other side of the chasm. Continue around to your right and you'll soon run into a remote camera followed by a level change trigger.
Level 2: SHORES OF PORT ROYAL
Drive the quad bike left around the pit, through a short tunnel and left into an open area guarded by two assassins, one of whom is perched on a balcony supported by stilts. Run over the first assassin and drive through the stilts to bring the second assassin down to the ground. Finish him off, dismount and go down to the S opening opposite the lowered balcony to an underground river. Jump into the water and look for crossbow arrows under the inoperative rowboat. Pull back out, go up the steps and drive the quad bike further into the cave.
Stop and dismount when you turn the corner and come to a bridge. Go around to the right, face a pair of swingpoles and use them to reach and grab a rope ladder in the N wall. Climb up past the arch, shift left around the corner and drop down near a chain. Pull it for a screen shot of the closed stone door down below, return to the ladder and mount up. This time, shift right around two corners to the other side, take a rolling back flip to land on a corner slope and jump without sliding to grab a crawl space in the S wall. Pull inside, crawl to a deck area and look for uzi ammo in a corner near some barrels.
Line up with the two ropes hanging from the ceiling, jump to grab the first one, swing and jump to grab the second one, and if you wish to divert for a secret turn left to face W. Swing forward and jump off to land in front of a vine-covered opening. Enter a dark cave and search the chest to your left for SECRET #4 as you acquire explosive arrows and a large medipack. Safety drop from the floor hole, engage the waiting assassin and use the swingpoles once again to reach the N ladder. Repeat the moves described above to reach the second of the two ropes. This time, swing forward and jump off to land on the far W deck where two more assassins lie in wait.
Grab the shotgun ammo in the left corner, take a running jump to grab the N rope ladder and climb down to the bottom. For another secret, turn slightly to your right, save your game and take a running jump NE over the sloped roof. Turn left, pull up onto the crate and open the small chest for SECRET #5 as crossbow arrows, uzi ammo and flash grenades are added to your inventory. To get back out, pull up as far right as you can onto the sloped roof, slide and jump with a right curve to land on the flat ledge. Return to the rope ladder, climb up past the arch, shift right around the corner and drop. Pull the nearby chain and watch the stone door roll away.
Climb back down the rope ladder, face E and take a running jump to grab the lower corner of the ledge near the open doorway. Pull up, return to the quad bike and drive it over the bridge into a narrow passage, follow to an open area, turn left and drive with speed over the left side of the gap ahead to land safely on the other side. Dismount, note for later the scenic lake with waterfalls on the W side of the clearing and climb the rock ledges on the E side to reach a coastal village.
After the flyby, run E down to the pier and shoot the lurking hammerhead shark. Look down NE into the water, get out your crossbow and shoot the small wooden crate to reveal grenades. Swim down to grab them and go back S past the pier and turn right to find a large medipack in a niche past the seaweed. Return to the pier, pause for air and locate an underwater opening beneath the pier. Swim inside and follow around corners until you can surface and pull out into a dark cell. Open the N crowbar gate and wait for the scissor trap ahead to be activated. Time a run past the blades and two similar traps will be activated (nice snappy rhythm). Look right past the second trap for a small medipack and look left past the third trap for uzi ammo.
Pull down the wall switch at the end of the passage to disable the blades, then turn left and climb the W rope ladder to an upper alcove. Back flip onto the slope and jump without sliding to grab another section of the rope ladder. Climb to a still higher passage and vault up onto a ledge. Walk to the other end and take a running jump W to grab the first of three bridges. Pull up, jump forward onto the second bridge and deal with two awakened skeletons. Jump to the third bridge, then to the W ledge where you'll find a wall switch that opens a gate and ignite flames on the pillars down below.
Drop down from this ledge into the water and look NW for crossbow arrows. Swim across past the pillars to find shotgun ammo near the SE corner, surface and pull out onto the block against the E ledge. Vault up onto the ledge and face the flaming pillars. You've played this game long enough to know that you're safe as long as you stand in a corner. Armed with this knowledge, it's a fairly simple matter to get across to the W ledge with carefully timed standing jumps from pillar to pillar, shimmying around corners if necessary. When you reach the other side, go through the W opening and stop in front of a short bridge consisting of breaktiles. Stand jump to land near a plinth and trigger a blade trap. Back flip onto the breaktile you jumped over and stand jump onto the block with the plinth and pick up the GATE KEY.
Turn around, draw the shotgun and take a running jump E over the spikes below to engage a skeleton. Blast him into the water and jump in after him. Swim across and pull out as you did earlier. Exit E, climb down the rope ladder and exit S to the cell. Jump into the water hole and swim back to the pier, pull out and climb the rocks E toward the coastal village. When you reach the upper bank, look left and note the opening that's blocked by a wooden barrier and a metal gate. Go ahead and shoot the barrier now to get it out of the way for later. Then continue E and turn left into a torch-lit opening with a closed gate that you can open with the Gate Key. Climb over the crate, hop down into the passage and follow to a crossing. Loop around left and pause in front of the E opening as scissor blades are activated.
Time a run past the blades, shoot the crate to your left for the WOODEN HANDLE and return to the corridor. Turn left, then right and wait as more scissor blades are activated at the W entrance. Run down into the room, shoot the crate in the corner to awaken a skeleton, blast it with a grenade and pick up the METAL BLADE. Exit this room, turn right and come to an opening at the end of the corridor. Take a running jump across the gap to awaken another skeleton, blast it away and enter the S cave opening beyond the leaning palm tree. Open the crowbar gate, enter a dark passage and follow to a level change. If you choose to save here, you'll find that you're in Level 4: SMUGGLER'S BAY for a brief visit. Run forward and turn right to find a small chest with revolver ammo, then go back the way you came to Shores of Port Royal.
Find the dark patch in the sand near the opening, stand in front of it facing W, combine the Wooden Handle and Metal Blade and use the SHOVEL to reveal a small chest containing an AMULET PIECE. Reverse roll, run across the sand to the E opening, step into the dark passage, light a flare and follow to the entrance to an armory. Run forward to the corner on your right as a barrel rolls down a ramp across your path from your left and a skeleton is awakened. Use the ramp to get past the swinging chains and hop down. Follow the W passage around the corner to a gap, stand right and hop onto the beam next to the swinging chain, sidestep left and jump with grab into the N opening.
Follow the dark passage around to another section of the armory. Note the wall switch in the S alcove, go over to the N wall and open the crowbar gate that you noted earlier from the other side. For a secret, go back to the cannon nearer to the S alcove, hop over into the opening and look down to see the breaktile jutting from the wall. Save your game, stand left facing E and run off the edge onto the breaktile. Quickly turn right and take a running jump to grab the S wall crack. Shimmy left around two corners and drop at the end to land in front of a barred window. Turn around and open the small chest for SECRET #6 as normal grenades and super grenades are added to your inventory.
Pull up N, slide down into the water and swim back to the pier. Pull out and climb the rock ledges to the coastal village. Enter the armory through the S opening and pull down the wall switch in the alcove across the room to lift the adjacent door. Step down into the next room, grab the flares from the alcove ahead and turn to face the swinging chain. After the brief flyby, walk to the right corner of the ledge and time a standing jump to grab the pole. Climb to near the top, swivel a bit to your right to face the SE corner and jump off to land next to a small chest. Shoot it to reveal shotgun ammo, turn to face the stone ledge and stand jump down to it.
Exit N to an outdoor veranda and follow around to your left for a large medipack. Return to the indoor section, turn right and shoot the wooden barrier. Enter the corridor, turn right into a larger room and deal with the awakened skeleton. You can lure it toward one of two skeletons sleeping nearby and take out both with a single grenade, then destroy the other one as well so it won't be a distraction later. Enter the dark W passage and go up the steps to an outdoor veranda. Pull up into the crawl space to your right and flip out the other end into a small armory. Grab the TORCH on the SW plinth, light it on the nearby flame and fire up the cannon for some pyrotechnics on the facing cliff wall.
Hang on to the torch for the next secret, exit S and go the end of the corridor. Turn right, enter the dark W passage and take a running jump over the spike pit. Turn right into a small room and stand under the rope to ignite it and cause a ceiling trap door to open. Drop the torch, get on the corner crate, stand with your back to the wall and jump slightly SW to grab the ceiling opening. Pull up into an attic and search the small chest for SECRET #7 and explosive arrows. Drop back down, retrieve the torch (so you won't have to waste a flare) and return to the corridor, being sure to jump over the spike pit. Loop around left into the other W passage, go up the steps to the outdoor veranda and hop onto the NE block at the far end.
Take a running jump N down to the moss-covered ledge, go around to your right and stand jump into the dark opening. Hop down to a sand-filled corridor, turn left and drop the torch. Go to the NW alcove and kick out the lower portion of the N wall. Enter the crawl space and crawl around to a cell where you'll find the DEAD MAN'S MAP. Of course, when you pick it up the nearby skeleton will awaken. Examine the map for the solution to an upcoming puzzle, return to the corridor via the crawl space and turn right. Go down the steps, shoot the wooden barrier to your right and take one step into the next room as warning music plays.
The room is spike-trapped, and here's where the Dead Man's Map supposedly comes into play. For me, however, the map's instructions made no sense (unless "the Spot" is taken to be where the warning music is triggered). Anyway, you can follow these directions with complete confidence. Walk just past the doorway into the room and stop. Go to the near corner to your left and face N with your back against the wall. Take nine walking steps forward, turn right and you should be just a bit left of the crest of the sand dune ahead. Take seventeen walking steps E to pass the crest, turn left and take seven or eight walking steps N toward a corner like the one across the room, turn left and walk straight toward the chest on the wooden platform. Open the chest for another AMULET PIECE, go back the way you came by reversing the directions provided above and exit S to the corridor.
Turn left, go through the opening and past the lighted wall torch, into the next opening E and look right for the opening in the S wall by which you arrived. Walk to the ledge, safety drop to the lower area, head SE into the doorway that leads to the armory and proceed to that swinging chain you navigated earlier. Hop down into the water, pull out W onto the wooden ledge and combine the Amulet Pieces. Insert the PIRATE AMULET in the receptacle to lower an underwater cage, hop back into the water and swim W past the doorway and the opening ahead. Turn left and continue swimming S until you're carried to the next level.
Level 3: THE SUNKEN CITY
Allow the current to bring you to a dead-end room. Turn left, swim through the W opening and open the door to your right. Swim inside, turn right past a narrow opening and continue N to a wall. Turn left while swimming upward into the next area and surface just before you run out of air. Pull out N and turn around to shoot the hammerhead shark. For a couple of pickups, jump back into the water, swim down to the ocean floor and look for shotgun ammo under the horizontal wooden beam. Return for air and and swim down through the SW opening, turn right into the narrow passage, turn right at the crossing, then left past the seaweed into a room with a fixed camera and a large medipack.
Return for air and swim down to find flares in a niche on top of the sunken vessel near the N wall. Note the closed door in the E side (as you face it) of the vessel. Save your game for an underwater swimming exercise and look for a floor hole on the opposite (W as you face it) side of the vessel. Swim down and W into the interior, turn right through the N opening, straight through the next opening and follow to a pair of squishy blocks in your path. There's an air hole here, so save again before timing your way past the squishy blocks.
Continue to the next room and look for a ceiling switch to your right that opens the door you noted earlier. Return past the squishy blocks, pause at the air hole and get back to the area with the sunken vessel. Swim past the opened E door, swim left into the next room, continue through the NE opening, turn left (W) into the next room, then right through the NW opening and up to an air hole. Look for the nearby ceiling hole N and swim out into a new open area with the other half of the sunken vessel. Grab the shotgun ammo on the vessel near the W wall and locate the triangular opening in the S side of the vessel to the left of a barred opening. Swim inside (being careful not to get caught in the collision) for SECRET #8, turn right and continue clockwise along the passage until you reach the other side of the barred opening to find uzi ammo and poison arrows.
Return for air, then look for a weed-covered depression on the vessel near the SE cannon lying on its side to find grenades. From the cannon, swim a bit NE to find a floor hole leading down to a small room with the RUSTY KEY on a crate against the wall. After picking it up, surface and pull out onto a nearby ledge to deal with another hammerhead shark. Jump back into the water, swim to the NE corner and pull out onto a wooden ledge. Hop over to the closed door and open it with the Rusty Key. Go up the steps into the vessel's interior and await the arrival of two skeletons so you can take them out with a single grenade.
Drop down from one of the beams to the lower deck, get out the grenade gun and walk toward the N wall opening to arouse a giant crab. Continue around the corner for revolver ammo and a small medipack, use the SE wooden crate to get back up to the beam with a running jump and grab and head through the E opening. Continue past the dormant (for now) rotating blades, noting for later the floor lever to your left, go through the next E opening and up the steps to an attic. The large chest is a pushpiece, so pull it once to get it away from the dormant blade and go back down to the floor lever. Push it to activate the blades on all levels, go around the room to floor hole near the S wall and run off N to land on the floor below. Back flip to avoid the blade, note the closed door in the N wall and save your game.
The floor hole on your right (NE) is spike-trapped, and the one on your left (NW) will drop you into the water-filled basement with no way back up if you simply run off the edge. To get safely to the next level down and obtain the next secret, face S and get into position to use the hop-back-and-glide trick to avoid the water hole, and hope that you miss the rotating blade below when you land. Light a flare and go around the perimeter to the E reach-in switch that opens the door above. Turn around and time a running jump to grab the ceiling hole, pull up to the next room and go through the N doorway for SECRET #9. Use a grenade to shatter the jars and obliterate the awakened skeleton, then step inside for the REVOLVER.
You can now run off the edge of the NW floor hole to land in the shallow water below. Wade along the perimeter of the room for a small medipack at the SE corner and shotgun ammo at the NW corner. Drop down through one of the floor holes, swim over to the sluggish NE door and open it. Go on through and follow to an air hole. Continue E and allow the current to grab and carry you to an underwater cave. Swim through the E opening and follow the passage to a shaft leading upward. Surface, pull out and follow the tunnel to a cave with a small lake off to your right. Hop up to the S passage and climb the ladder. Shift right, drop into an upper passage and slide down to trigger a floor blade trap that you can easily avoid.
Note the E opening and time a jump past the SW squishy block, turn around and time another jump NE into an alcove with crossbow arrows. Jump back and take a curved running jump over the blade-trapped depression in the corridor. In the next room, turn left and pull the skeleton away from a small medipack. You can't grab the item on the plinth, but you can stand back and shoot it with your pistols to release a wraith. Beat a hasty retreat past the squishy block and go through the E opening you noted earlier. Slide down into the water and allow the current to bring you back to that underwater cavern. Continue through the E opening and up the shaft. Return to the cave to find that the lake has been frozen over. Pull up into the W alcove and push the floor lever to open a door in the E wall of the cave.
Hop down and go across to the opened doorway. Follow along an interior passage until you reach a skull-lined section. Crawl to the other end as horizontal blades are triggered. When you get past them, continue to an open area and deal with a giant crab that charges at you from your left. Search the sarcophagus for GOLD COINS as three skeletons are awakened. Shoot the jars near the N skull spikes for a large medipack and explosive arrows, then exit W and return to the frozen lake where another skeleton pops out to greet you. Pull up into the NW opening and follow the passage to a floor hole.
Drop down into the water and swim W along the passage to return to the open underwater area. Pause to use one of the air holes, then continue through the SW opening and turn left. Follow the passage to a ceiling switch (just past a barrel) that opens the W door. Swim through, turn left and up past the ceiling hole to a familiar area. Surface for air and swim down toward the NW corner. Continue through the large triangular opening, noting the closed door to your left, and continue through the NW tunnel for a level change.
Level 4: SMUGGLER'S BAY
Swim forward, surface and pull out into an alcove. Step forward, pull up higher and follow to an outdoor area and trigger a flyby of the docked pirate ship. If you like, you can take out the two assassins roaming the decks down below from up here, using the weapon and ammo of your choice. Having done that, turn left and take a running jump to grab the jutting W ledge. Pull up and prepare to do battle in close quarters with another assassin. A fun way to deal with these assassins is to shoot them with a poison arrow and keep the crossbow trained on them so they'll adopt and maintain their familiar defensive posture while the poison takes effect. Use the tightrope to get across N and then use the monkey bars to get across E. You'll be met there by an assassin before you can drop down, and yet another assassin is now using the same monkey bars to join the battle.
When all is quiet, take a running jump N to grab the dangling rope. Swing forward and jump off slightly to your right to land in front of a dark opening. Go inside and search the chest for the CAPTAIN'S KEY. Return to the ledge and target another assassin who has arrived on the deck down below. You needn't bother to use the rope again, just dive down into the water, swim under the vessel, surface and pull out onto a S rock ledge. Pull up E, and for a secret run off the other side of the block and take three standing jumps around the corner (the third one is rather tricky, so you may prefer to use a walking running jump with a right curve) to find an alcove with a crate. Shoot it for SECRET #10 and grab the flash grenades.
Jump into the water, swim back to the same ledge and pull out. Pull up onto the E block, turn right and pull up S onto a moss-covered ledge. Take a running jump W onto the next ledge and from there jump N onto the deck of the pirate ship. Hop down, pull open the floor trap door and drop down into the armory. Deal with the waiting assassin and, since there's nothing more to do here at the moment, use the wooden crate to climb back out and shoot the W crate aft for shotgun ammo. Find the keyhole between the stairways and use the Captain's Key to open the door to his office. Go inside and pull up into the window for a fixed camera view and a spare GRENADE GUN (or 10 x grenades if you picked one up earlier).
Hop down and pull the NW chain to open the W door down in the armory. Return there and look for a wooden plinth between the cannons protruding from the S wall. Pick up a TORCH from the pile and light it with the candle at the NE corner. Go past the opened W door through the short passage. Take a running jump (so you won't bump your head) onto the block, followed by another pixel-perfect running jump W onto the next block. Jump forward into the cave, turn right and then left into a lower area. Stand in front of the pile of gunpowder, light it and take a rolling back flip in preparation for a hasty retreat back to the cave entrance. Wait for the pyrotechnics to end, then go back to the scene of destruction and enter the revealed section for the RUM BOTTLE on a crate.
You no longer need the torch, so leave it here and jump into the water at the cave entrance. Swim under the pirate ship and pull out onto the familiar ledge. Pull up E onto the block, S onto the upper ledge and continue with a running jump W onto the next ledge. Pull up onto the block ahead, hop up S onto the slanted block and pull up E. Stand jump E to grab the higher ledge, pull up and ignore the defective tightrope to your left. Instead, enter the dark S opening, turn right and slide down into the water below. Swim through the W opening and follow to a level change.
Level 3: THE SUNKEN CITY (revisited)
Continue swimming forward into a familiar underwater area and turn right into the large triangular S opening. Opposite the still-closed door to your right is an lower E opening where you'll find uzi ammo in an alcove. Exit and look up to see a ceiling hole that leads to a cabin where you can surface. Face the spike-trapped slope, pull up just after the spikes have triggered and back flip immediately onto the wooden ledge.
Turn right and jump over to the larger wooden left, go up left to the rocks overlooking the water and take a running jump SW to grab the rope. Turn to your right so that you're facing the sloped structure perched on the rocks, swing and jump so that you land on the left face of the slope. Slide, jump and grab the W roof of the building ahead. Shimmy left around two corners, and drop to the deck when you reach the next corner (the large medipack you see down in the water is for later). Turn carefully in place and walk over to the water hole. Jump in, swim down the corner hole and pull down the ceiling switch in the W alcove.
A floor trap door opens behind you, as well as a door to a water hole in the room below. Go there, get some air, face W and save your game. Swim down and W into a corridor with a strong current. Turn right and stay near the ceiling as you fight your way N past a number of spike traps. Turn right into a room where you can surface for air, climb onto the wooden crate and you'll get an overhead camera view. Face S and look for an object in the wall crack that you can shatter by jumping up and down while firing your pistols. There's also one supporting the E ledge, but leave that one alone. Stand jump to grab the crack in the W wall and shimmy left around corners until you can pull up onto a wooden platform.
Take a running jump to grab the W opening, pull up and prepare to do battle with a giant crab in the next room. Shoot a barrel against the S wall for a small medipack and find a pushpiece in the E opening. Pull it out and aside, enter the revealed passage and hop down twice into a water hole. Follow to an underwater cabin and find the SMALL WATERSKIN on the table. When you pick it up facing E, the door ahead opens and a hammerhead shark enters the room, so swim past it into the open sea, turn right and head for a rock ledge where you can pull out and kill it.
Jump back into the water, grab that NW large medipack you saw earlier if you wish, and swim SE past the toppled cannon on the sunken vessel. Continue past the upper opening and look for a stone balcony to your left where you can grab a small medipack and uzi ammo. Swim past the stone building and into the smaller opening near the far SE corner. Open the grated door, follow the passage to a vertical shaft, surface and pull out to engage two skeletons with the weapon of your choice.
Climb over the S wall, go up the steps on either side and come up an upper area. Hop over the blade-trapped depressions and grab a TORCH from the reach-in switch in the E alcove. Hop over to the W alcove to light it and enter the S room to trigger a brief flyby. Drop the torch and draw a powerful weapon to deal with two giant crabs as soon as camera control is restored. Note the three scales on the W side of the room and continue S into the next room to find a shallow pool where you can fill your small waterskin. Return to the scales, empty the waterskin in the one on your left, place the contents of the Rum Bottle in the middle one and dump the Gold Coins in the one on the right. Retrieve the torch, light the flammable rum in the middle scale and wait for a block to lower in the W wall.
Go there and vault up into the opening for the GEM as Lara's theme music plays. Run across the room into the E opening as the gate slams shut behind you and squishy blocks are activated in the passage ahead. Time two standing jumps past them, hop into the water hole and allow the current to pull you to a level change.
Level 2: SHORES OF PORT ROYAL (revisited)
Swim to the end of the passage, surface and pull out. Hop up S and then E toward a wall opening as a brief flyby is triggered. Run off the edge onto the rock ledge below, slide into the water and pull up onto the pier. Climb up W toward the fortress and continue down into the cavern ahead where the quad bike is hopefully waiting. First, go to the small lake with two waterfalls and use the Gem to lower the cage blocking the opening in the N wall. Mount up and drive the quad bike past the opening. Turn left and follow the ledge downward in a clockwise direction over the flowing water toward a balcony.
You need the balcony this time for a secret, so don't drive recklessly into the supports. Dismount, pull up onto the near side of the balcony and turn left. Take a running jump slightly NE to grab the wall opening and pull up into the crawl space. Crawl forward to a small chest and open it for SECRET #11, a large medipack and revolver ammo. Return, drop to the ground and get back to the quad bike. Mount up, drive down S, destroy the balcony if you wish and loop around right to a fixed camera and other level change.
Level 3: THE SUNKEN CITY (revisited)
Drive along the passage through a tunnel and continue to a depression, where your combined weight will cause the flooring to shatter and drop you down to a basement area supported by columns. Dismount and shoot the barrel in the NE alcove for super grenades. Get back on the quad bike, drive down the W steps to a lower room and around the central pool, continue past the W opening and drive with speed over the ramp on the left to clear the gap and crash through the wall ahead.
You'll land in an enclosed room, so dismount and climb the long ladder in the S wall to an upper passage. Turn the corner and reverse roll over the depression to trigger the blade trap. Then time a run past the spikes and another blade-trapped depression, continue around the corner to a spike pit and take a running jump to get across. Duck immediately to avoid the horizontal blades and take a running jump over the next spike pit. Light a flare and continue to an opening on your left.
Enter the immense interior of the sunken vessel and take a running jump E to grab the first of two ropes. Swing forward, jump off to grab the second rope and swing forward and jump off to activate the high jump switch to open a floor trap door. You'll drop onto a slope, so slide and grab and safety drop into the water below. Turn around, swim to the central structure and pull out of the water. Turn to face NE, draw the crossbow with combined laser sight and shoot the seaweed blocking the underwater opening. Jump into the water, swim into the NE passage and follow around to the end. Pull out into a room with a turning wheel. Face E, push the handle one time and the door in the W wall opens.
Go through and follow to another room with a turning wheel. Face S and push the handle one time and the door in the S wall opens. Go through to a third room with a turning wheel, face E and push the handle two times to open the door in the E wall. Enter the small room, push the floor lever in the E alcove and watch the flyby. Turn around and drop into the water hole, swim N into the room with the central structure and pull onto it to claim the STATUE/GENERATOR on the raised block. A cut scene shows an underwater gate opening. Jump back into the water, swim to the floor depression near the W wall (from which bubbles are rising) for crossbow arrows, exit E and swim forward until you reach another level change.
Level 5: CIBOLA
You're at the entrance of a deep cavern with an inaccessible Jeep parked just above you. Head E, hop down a few times and shoot a scorpion. Enter the crawl space, follow around the corner, and when you can stand up, get down to the valley floor and run past the skeleton to draw out two more scorpions. Continue past the E opening, and just before you reach the closed doors, enter the crawl space to your right. Get on your knees, draw your pistols and shoot yet another scorpion. Crawl forward until you can stand up, loop around right and climb the blocks to a ledge overlooking the valley floor.
Turn right and stand jump N to grab the arch. Pull up, go to the far end and take a running jump NW to land on the higher rock ledge. From there, hop down onto the wooden balcony for the UZIS (or 30 rounds of uzi ammo if you acquired them earlier). Jump back from the rock ledge to the arch, stand jump from the other end to the entrance ledge and hang from the W edge. Pull up and reverse roll to give yourself a little extra running room, stand left and take a pixel-perfect running jump slightly SW to grab a thin jutting ledge. Pull up, turn right and jump up to grab the ceiling. Monkey swing around left, following the ceiling tracks past a fake opening, and drop in front of the S passage.
Go on through and come to a room with a spoke wheel bathed in golden rays. One would normally expect that pulling the spokes a number of times would raise a nearby door that would then have to be accessed quickly. However, in this case pulling the spoke once will trigger a brief cut scene and give an Aztec flavor to the immediate environs. Exit E and safety drop from the other end of the passage. If you're not immediately attacked by a harpy, face NE, look up to see a ceiling hole with the harpy probably poised nearby and shoot it with a poison arrow.
Pull up onto the lower block near the NE corner, jump to the higher block in the NE corner and take a running jump W to grab the swingpole. Swing around, jump off to grab the crack in the column and shimmy left around two corners until you can pull up into alcove. Push the skeleton cage four times into a small room, go around to the right and push it onto a trigger tile that lowers a block in the N opening behind you.
Go on through, time a side jump past the circular blades and come to another small room. Pull down the wall switch to open the double doors you noted earlier, go back the way you came and safety drop to the floor in the main room.
Go through the E corridor toward the opened double doors, time your way past two swinging blades, enter the S crawl space for shotgun ammo and the N crawl space for a large medipack. Stand right or left facing E and take a running jump over the spike pit and past the third swinging blade to land safely on the other side. Go up the steps to attract the attention of a ghostly knight and shoot it repeatedly in the chest with your pistols if you wish to save revolver ammo. Note for later the wall switch and enter the open SE cell. Pull back the skeletal remains to reveal a small medipack and return. Approach the N opening and crawl into the next room to avoid being poisoned by the darts.
Open the W crowbar door for SECRET #12 and pick up the uzi ammo and crossbow arrows. Exit, turn right and crawl S under the darts into the previous room. Return to the wall switch, which is timed, pull it down to open the N door in the third room (which is also dart-trapped). The timer is rather generous, so you can try getting past the darts with standing jumps. But even if you should get poisoned on your way to the timed opening, just invest a small medipack as you slide down a couple of slopes to a desert setting.
Go N to the cliff's edge and climb down the wall ladder to the canyon floor. Head E toward a stone arch and loop around right in front of it to find another ladder surface. Climb up, shift left and drop onto a ledge where a scorpion is waiting. You see a nearby small medipack but can't squeeze yourself into the tight space to get it. Go around the corner and take a running jump N to grab the next ledge. Pull up, walk forward and stand jump to grab the wall crack. Shimmy left around corners, not pausing at the ladder surface (lest you find yourself stuck), until you can pull up into the dark N crawl space for SECRET #13.
Stand up at the other end and quickly draw your pistols while rolling to and fro to shoot about a half dozen scorpions that crawl out of the surrounding nooks and crannies. Pick up the explosive arrows and look wistfully at the shotgun ammo and uzi ammo that's beyond your reach. Exit through the crawl space, hang from the edge and shimmy right to the ladder surface. This time, allow Lara's feet to get set, climb down a couple of rungs and back flip onto a ledge with a cactus. Locate another nearby crawl space and proceed to a small room with one of those spoke wheels bathed in golden rays. Face N and pull the wheel once to get that Aztec ambiance once again.
Climb the S wall ladder to a passage leading to a bridge for a cut scene and a harpy attack. It fires at you a few times and then just sits and waits, so I hopped back toward the passage and shot it with a poison arrow. Go across the bridge, loop around left, hang from the rock ledge and drop near an opening in the S wall. Go inside and look left for a small medipack and note for later a second wall opening. Return via the first opening and climb the short block. Save your game, run off the other side onto a slope, slide and jump at the last instant to grab the W swingpole. Swing around, jump off to land on another slope, slide a bit and jump to land on a block in the water.
Stand jump slightly NE onto a ledge, walk to the other end and face two more swingpoles and a spike trap. Save again, stand jump just as the spikes spring up, swing around twice and jump off to grab the second swingpole (hopefully while the spikes are down). Swing around again and jump off to land on a corner block. Pull up near a wall switch that opens an underwater gate, jump down into the water and swim into the E opening. Get past the circular blades, swim up the shaft and follow the long passage until you can surface in a dark canal area.
Swim S to the far end of the canal and pull out left to trigger a flyby through this vast area. A trio of skeletons are on their way to you, so get out that grenade gun as you run up the nearby steps. When all is quiet, head S until you reach an opening partially veiled by hanging vines. Step inside the next room and Lara will look to her left. Use a normal arrow to shoot the gong up in the NE corner to open the E door and pause for crossbow arrows before going on through. Grab still more crossbow arrows at the end of the passage, then back up a bit and head up the S steps to engage two ghostly knights. In the next room, pull down the timed W wall switch to open the gate behind you, reverse roll while drawing your crossbow and shoot the gong in the E opening.
The S double doors open, so enter the next room, go across the bridge to the central plinth and add more crossbow arrows to your collection (you should have well over a hundred by now). Run off E onto a jutting ledge and take a running jump over the water to another timed wall switch that opens three gates, one of which leads to a secret. First, pull down the switch, reverse roll, jump into the water and swim around the central structure to the opened W gate. Swim down past a gong for SECRET #14 and grab the large medipack. Return and pull out next to the timed wall switch. Pull it down a second time, reverse roll and take a running jump onto the jutting ledge, hop up to the central structure and reverse roll while drawing the crossbow.
Shoot the gong high up in the E wall, turn around and run to the W side. Shoot the underwater gong before the timed gate slams shut (just repeat if you don't get there in time) and return to the wall switch. Pull it down a third (or fourth) time, hop back, turn right and take a running jump to grab the S slope. Pull up, slide down the other side, jump onto a perpendicular slope, slide and jump toward a W opening while drawing the crossbow. Shoot a third gong beyond the timed gate and get back up onto the central structure. Go across the bridge to find that the NE door is now open. Enter the alcove and pry the GOLDEN SCARAB (1 of 4) off the wall.
Exit this area N, go through the small room and the N opening, turn left in the hallway and return to the vast open area with the central pyramid. Turn left, run toward the SW corner and loop around left in front of a closed door and enter the E room to engage a skeleton. Follow the passage and pull up next to a circular blade. Side flip past it and drop down to a lower passage. Follow to a wall switch that opens an underwater gate (not timed). Go back the way you came to the vast area and jump into the moat. The opened gate is at the SE corner, so swim through the passage and surface at a floor hole.
Pull out into a cavern and deal with a ghostly knight. Grab flares in the NW corner, get onto the pointed rock, face N and jump up to grab a bridge made partially of breaktiles. Shimmy left and pull up onto a stable section, turn around and
take a running jump to grab the S ledge. Pull up, step forward and pull up into a crawl space next to a rotating blade. Crawl around to the opposite corner and lower Lara down into a floor hole with a wall switch that lifts a nearby gate. Go back the way you came, jump to the bridge and turn right. Take a running jump to grab the E ladder (saving at least one breaktile if needed later) and climb up to a crawl space. Drop, grab and shimmy right along the wall crack around the corner. Time the rotating blade, go around another corner and pull up W in front of the opened gate.
Drop to a lower passage and go around to a ledge overlooking the central pyramid as a remote camera shows a tall block rising from below. Walk out to the W edge and wait for the rotating blade in the column ahead to pass by. Take a running jump to grab the column crack and quickly pull up into the crawl space. Crawl forward, wait for the blade to go around again and flip out onto the ledge below. Turn right and take a running jump N to grab the rope. Turn slightly to your right, swing forward and jump off to grab the ladder. Shift right around the corner and back flip from near the bottom rung onto a ledge. Take a running jump N to grab the swingpole, swing around and jump off to land on a companion ledge.
Turn right, face S and climb the pole. Jump off near the top to clear a railing and land on an upper balcony. Pull down the wall switch to open a door elsewhere and to attract a skeleton and a harpy. Open the floor trap door (face W) and turn around to face E. Hang from the edge of the grate, shift right or left so you're not directly above the swingpole, drop to grab the opening below and pull up into an alcove. Pry the GOLDEN SCARAB (2 of 4) off the wall and jump at an angle from the alcove's edge back up past the opened trap door. Hop over the railing to grab the pole and slide back down. Run S off the ledge onto a yellow slope and slide to the floor below.
Loop around the adjacent red slope and hop up onto a rock ledge for shotgun ammo. Take a running jump over the moat onto the ledge surrounding the pyramid. Run S toward the raised block you can see ahead to your left. Go past it for now, turn the corner and go all the way to the next corner near a waterfall for a small medipack. Return to the raised block, use the slab to get on top of it and jump up E onto the rock ledge. Walk around to the W edge and time a jump to the column crack as you did earlier. Flip out onto the ledge on the other side, but this time face SW and take a running jump to grab the ledge near a building entrance.
Pull up and go through the S opening to trigger a series of swinging blades. The side alcoves are empty, so get past the blades and light a flare before you pry the GOLDEN SCARAB (3 of 4) off the wall. A fire wraith appears, so get quickly past the blades and take a running jump from the ledge (if you dare, as you have very little running room) to land in the moat. Wait for the wraith to snuff out its life in the water, pull out and return to the raised block. You have unfinished business in the area with the swinging blades, so get back up to the S entrance ledge in the manner described above. This time, however, take a running jump from the W edge onto a ledge next to an adjacent structure and hop around the corner onto a balcony.
Squeeze past the column and pull up into the S opening to trigger spikes in the room ahead. Face the wall switch you can see in the corner, run off the edge when the spikes go down and immediately stand jump next to the wall switch. Pull it down to lower a block behind you in the W wall, go there to the opening and take a running jump with a left curve onto the sloped roof. Slide and grab and shimmy right until you're over a jump switch, release to activate it and drop in front of the opening door. Deal with the ghostly knight and enter an empty bedroom. Follow along the SW passage and slide down to trigger a flyby through the area ahead.
Note a change in the arrangement of the floating platforms with each light flicker. There are likely multiple ways to get across, but here's one that works. Stand right, facing the wall switch across the room, hop back one time from the edge and stand jump W onto the platform just before its scheduled arrival. Turn 45 degrees left, wait about one second and stand jump SW onto the next platform just as it appears. Turn 45 degrees to the right, again wait about one second and stand jump W onto the next platform. Wait again, stand jump W onto the final platform and off again to the opposite ledge.
Loop around left and find the jump switch on the E face of the nearest column. Save your game and jump to activate the jump switch about a second after the platform below it disappears, so that it will be there again when you drop down. Back flip to safety and see that a block has risen behind you for later use. But first, run across to the other side of the ledge. The column fragment against the N wall is a pushpiece, so move it into the W alcove near the NW corner. Hop onto the W ledge and go over to the raised block. Pull up on top of it, for a secret face E and stand jump to grab the jutting ledge. Pull up, take three running jumps in succession to land on similar jutting ledges and you'll see one of those in-and-out platforms ahead to your right.
Light a flare so you won't bump your head on the low ceiling, hop onto the platform when it appears and quickly pull up into the S wall opening for SECRET #15. Run forward for a small medipack and shotgun ammo and return. I was unable to drop onto the platform and jump to the nearest jutting ledge because of the low ceiling, so the better part of valor is simply to drop to the floor and get across the platforms to the W side as described above. Return to the raised block, use it to access the upper W ledge and ignore the nearby crawl space for now. Also, the spoke wheel is inoperable. Go to the wall switch, pull it down to raise the pushpiece below you and drop down next to it.
Move the pushpiece as far as possible S toward the raised block and you'll be rewarded with a short burst of "attaboy" music. Use the raised block to get back up to the higher W ledge, and now the crawl space is safe to enter (the in-and-out spike pit has been permanently covered). The floating platforms are now stabilized as well. Crawl through and pry the GOLDEN SCARAB (4 of 4) off the wall as a cut scene shows a door opening elsewhere. Return to the E side of the room and exit by jumping up the slope and following the short passage to the empty room where you met the ghostly knight.
Exit past the opened door to the pyramid area, turn right and follow the outer ledge toward the NE corner. If you like, you can turn left and jump across the moat toward the vraeus receptacle in the pyramid to awaken and destroy a skeleton so you won't have to deal with it later. In any event, go past the opened E door of the temple and place the Golden Scarabs in the central golden pyramid. Step forward and pick up the GOLDEN EAGLE as two blocks are raised and the entrance door closes to seal you inside this room. Two fire wraiths are also released, so jump onto either of the raised blocks and jump to grab the upper ledge surrounding the golden pyramid.
Run to the E side and activate the jump switch to open the W door. Drop down, exit this room and jump into the moat to extinguish the wraiths. Swim to the SE corner where you can pull out and go to the NE corner of the pyramid to place the Golden Eagle in the receptacle (after dealing with the skeleton if you didn't do so earlier). Blocks rise in the face of the pyramid, facilitating your way to the top. Go to your left toward the middle of the pyramid, hop up W into the depression and again SW and NW into the adjacent depressions. Face N, save your game and time a standing jump just as the spikes are springing. Take an immediate standing jump N to the next depression, step forward and stand jump into the depression just below.
Face slightly NW and time a standing jump onto the near edge of the spike field while the spikes and down and quickly side flip left to land in a depression next to the raised blocks. Climb the raised blocks and hop down W for a large medipack. From the higher block, take a running jump slightly NW to grab the rock ledge. Pull up, turn right and follow the ledge to uzi ammo. Go back the other way, hop up twice when you reach the pyramid and note that the top of the pyramid is capped. Go around the pyramid counterclockwise until you reach the SW corner. Jump S to grab the jutting ledge and drop to a flat spot in the pyramid. Turn around and push the button to remove the cap from the top of the pyramid.
Face slightly SW and take a running jump into the wall opening. Follow to a room with a central ladder column. Pull up into the N alcove, turn to face the column and stand jump to grab the ladder when the rotating blade has gone around to your right. Climb quickly and pull up into the gap. Face E, and when the blade overhead goes by, back flip onto the slope and jump off to grab a higher portion of the column. Don't climb up further, however, as another blade lurks above. Instead, shift right around the corner, and when the blade goes by climb past it and repeat (shift right around the corner and climb up past another blade).
When you can see the opening behind you, back flip into the E alcove and pick up the uzi ammo at your feet. Jump back to grab the ladder after the blade has gone by, climb up a bit, shift right around the corner and back flip into the N alcove. Turn around, walk into the dark passage and slide down two slopes to a ledge that leads back to the capless pyramid. Walk to the end of the N ledge and take a running jump into the pyramid. Fall a long distance into the water below, surface and pull out to engage two harpies. Go around to the W doorway if you're not already there and turn right in the next room.
Go to the N wall, turn around and climb the pole facing S. When you're between the second and third horizontal lines to your right, jump off to grab the first of two swingpoles. Swing and jump to the second one, and then activate the jump switch in the S wall to open the W double doors. Go on through, run around the central structure and onto a ramp leading down to an outdoor area. Step forward to trigger a flyby showing a ghostly knight mounting a ghostly horse. Doors have closed behind you to prevent any escape, so engage in the familiar dance as you attempt to knock him off his perch. Even then, he's devilishly difficult to kill if you're using only the pistols. When he finally succumbs, pick up the SKULL KEY he dropped and find the receptacle for it in the N wall. Use it to lower the blocks at the entrance and go up the steps.
Go left or right around the central structure and climb down a ladder to the room below. There's nothing in the area N, so climb onto one of the corner blocks surrounding the central structure in this room and take a tricky standing jump (place Lara between the column and the ramp) onto a flat surface next to the plinth. Place that Statue/Generator you've been carrying around all this time to generate a spinning helix around the plinth and to transport you to an underground cave. Hop down, go to the NE or NW corner and enter a small enclosed area. Climb several blocks until you reach a ramp leading up toward the daylight. Run forward to finish your adventure.